Here is a list of current known bugs that are related directly to the Rifle profession. Please post any new bugs here. Also post here if a listed bug is fixed so it can be removed from the next bug list when that comes out.

AoE Bug - AoE attacks not hitting all targets in the cone of attack (old)

Surprise Shot - Special does not work as description indicates (ancient - CU/R/B issue)

AoE and LoS - AoE attacks causing aggro on targets that have no line of sight to the Rifleman (thru walls, different levels, etc) (old - CU/R/B)

Stock/Scope Graphics - Stocks and Scopes will not show on factory runs of weapons. They do on hand crafted ones however. Also they will not show when the weapon is equipped (old)

SniperShot - Secondary defenses (Dodge/CounterAttack) still work when a target is incap'd and it is possible to 'Dodge' SniperShot (old)

Combat Que Clearing - When targeting a lair with an AoE attack. If you kill a MOB that is in the cone it will frequently clear the combat que (old)

Prone Warping - When going prone there are occassion where the player will 'warp' a fair amount of distance. This usually has a very negative result on Rifleman as they usualy go prone at or close to max range. The 'warp' frequently takes them out of range to the target (old)

This still seems to be a problem. When attacking one MOB with others joining in, often the target is changed to one of the other MOB's without updating the target and still letting the player use specials, with no apparent effect. The only way this can be circumvented, is by clicking off target and then attacking the newly selected target, although this sometimes does not work.

Could anyone please confirm that this happens to them, as I'm sure I'm not alone on this one. If it is a problem, can it be added to the above list as I feel this is a great hinderance to PvE play.

This still seems to be a problem. When attacking one MOB with others joining in, often the target is changed to one of the other MOB's without updating the target and still letting the player use specials, with no apparent effect. The only way this can be circumvented, is by clicking off target and then attacking the newly selected target, although this sometimes does not work.

Could anyone please confirm that this happens to them, as I'm sure I'm not alone on this one. If it is a problem, can it be added to the above list as I feel this is a great hinderance to PvE play.

yeah it still occurs - is actually a few problems combined - Combat Que Clearing, Not hitting all target in AOE and Target locking . (all part of our bugs thread already ^_^

Personally since so very few riflemen in PVP will ever be kneeling or prone as it leves you immobile, why not replace some of the many useless abilities with attacks like:

Posture Down (That'll help the rifleman maintain his distance by slowing down his attacker)

Dizzy &/or Knock Down

Stun

Intimidate

Blind

Poisons

Disease

Bleeds(Lets face is MindShot 1 & 2 ain't much help)

Perhaps a combination of some of them to create new and useful PVP attacks. At the minute in PVE all i ever use is Master Head Shot and maybe sometimes Strafe2. In PVP i've never seen a Master Rifleman use anything but Master Head Shot(and why should they?). I know all of the above mentioned would be stealing from Brawlers and other Melee/Ranged professions. I do belie though that as my main gripe with this profession is the lacking variety of attacks.

Personally since so very few riflemen in PVP will ever be kneeling or prone as it leves you immobile, why not replace some of the many useless abilities with attacks like:

Posture Down (That'll help the rifleman maintain his distance by slowing down his attacker) Well, there is suppression fire in the marksman tree. However, I do think that rifleman should have a posture down as well. We're portrayed as the all-around rifle toting sorts in this game, a bit of snipers, a bit of heavy firepower, but not a lot of both. I think a type of cover fire that could make a posture down would make sense, and fit in with the role of riflemen in this game.

Dizzy &/or Knock Down A close ranged rifle defensive move similar to the pistol melee defense would make sense, getting cranked in the head with the butt of a rifle could kd someone. But, if we give riflemen the ability to kd and posture down, that might be looked at as a little too much.

Stun I think getting blasted with a high powered rifle would stun someone. Could be me, but it does seem to make sense...

Intimidate I'd leave that to the brawlers. Yes, it has the potential to be intimidating when someone's blasting at you with enough firepower to literally chop you in half, but again, I think it's more suited with how it is, brawlers doing the intimidate, it's much more up close and psychological that way. or whatever, hehe.

Blind Possibly.

Poisons No.

Disease No.

Bleeds(Lets face is MindShot 1 & 2 ain't much help) We have 2 bleeds already, as you stated. Personally, I don't think any bleeds in this game do a whole lot unless it's an Elder or a similar level NPC applying them to you. However, where as they may not cause dramatic damage, they [Mindshot 1 and 2] still do add up over time.

Perhaps a combination of some of them to create new and useful PVP attacks. At the minute in PVE all i ever use is Master Head Shot and maybe sometimes Strafe2. In PVP i've never seen a Master Rifleman use anything but Master Head Shot(and why should they?). I know all of the above mentioned would be stealing from Brawlers and other Melee/Ranged professions. I do belie though that as my main gripe with this profession is the lacking variety of attacks.

I tend to use flurry shot 2 in pvp quite often, especially if I get a person kd/dizzy when I'm using tkm first. It tends to help out the situation, or when I'm fighting jedi I find it tends to stick, especially if I have a melee friend distracting said jedi. Strafe 2 also has massive damage output in pvp when used properly, especially when combined with flurry2 and a successfuly suppression shot (marksman, which I don't have anymore, hehe) or if the person gets kd'd, has no ranged mitigation (i.e. melee stacker) has armor lacking extremely high resists to your damage type, etc. Mindshot 1 and 2 are a great way to support headshot 3 in pvp, and pve, especially on high end npc's. A lot of the rifle attacks are useful, as is flushing shot if you have an npc kneeling. I've used flurry shot to dizzy npc's at a distance, then flushing shot to bring them up from kneeling. Often times they will try and go back to a kneeling state and fall down. Hello extra damage multiplier.

The one problem I've noticed in the game is that it seems to be that far too many people expect the class they play to be able to do it all, and win in any given situation. And because of this tunnel vision, or short-sighted view that so many people tend to have, their perception of their class gets skewed and they throw creativity out the window. Granted, some combos and/or attacks just suck in some instances, whereas in others they may save your butt.

The thing is to not limit yourself too much, to pay attention to who and what you're fighting, attack or defend yourself accordingly, and to try and experiment a bit. Because in the end, if /spamattackmindpool doesn't work, and you've never bothered to learn anything else, of course you're going to lose.

Well, i know for sure that the clearing of the combat queue is not exclusive to rifleman only. just about any profession that uses a AOE attack and a mob dies when the queue is still full, the queue will then clear anything listed. this goes for any spin attacks (tkm, pike, swordsman, fencer), pisoleers fan shot and multitarget shot and riflemans AOE specials. I can't confirm carbineer.

I have been having this happen with every profession that I have ever done since I started playing summer 2003. I just assumed that it was working as intended. Not really a problem for me though....actually I kind of like it.

Well, i know for sure that the clearing of the combat queue is not exclusive to rifleman only. just about any profession that uses a AOE attack and a mob dies when the queue is still full, the queue will then clear anything listed. this goes for any spin attacks (tkm, pike, swordsman, fencer), pisoleers fan shot and multitarget shot and riflemans AOE specials. I can't confirm carbineer.

I have been having this happen with every profession that I have ever done since I started playing summer 2003. I just assumed that it was working as intended. Not really a problem for me though....actually I kind of like it.

I can confirm for carbs as well. I don't think of this as a bug - it makes sense to stop attacking when your target dies.

Dizzy &/or Knock Down A close ranged rifle defensive move similar to the pistol melee defense would make sense, getting cranked in the head with the butt of a rifle could kd someone. But, if we give riflemen the ability to kd and posture down, that might be looked at as a little too much.

I always thought it'd be cool to have something like that back when i was a carbineer. LIke first person shooters if some enemy runs up to you you can smack him with the gun and shoot him while he's on the ground or run away and get distance and shoot him.

I have one to add if no one's mentioned it yet. I have had this happen a few times, mostly when targeting Rebel bases, but I've had it happen a couple times fighting Janta lairs and for the first time yesterday the glitch occured when I was fighting an NPC.

Basically when fighting said lair with an area attack (such as strafe shot 2, the one I was using) occasionally the lair will stop taking damage if something else is killed with the AoE attack. Although you will continue to register hits on the target, no damage will be dealt. More troublesome is that the fact that you will continue to use said attack even if your command queue is empty, still dealing no damage. Hitting clear or using /peace does nothing. The only solution is to move out of range and de-aggro, or get on a bike.

Only the insane have strength to prosperOnly the prosperous may truly judge what is sane-Colonel Desceron Malekith, Black Ops Squad.

Personally since so very few riflemen in PVP will ever be kneeling or prone as it leves you immobile, why not replace some of the many useless abilities with attacks like:

Posture Down (That'll help the rifleman maintain his distance by slowing down his attacker)

Dizzy &/or Knock Down

Stun

Intimidate

Blind

Poisons

Disease

Bleeds(Lets face is MindShot 1 & 2 ain't much help)

Perhaps a combination of some of them to create new and useful PVP attacks. At the minute in PVE all i ever use is Master Head Shot and maybe sometimes Strafe2. In PVP i've never seen a Master Rifleman use anything but Master Head Shot(and why should they?). I know all of the above mentioned would be stealing from Brawlers and other Melee/Ranged professions. I do belie though that as my main gripe with this profession is the lacking variety of attacks.

We already have a dizzy and a stun attack. Use them. I do.

Bleeds have been nerfed for a long time. They used to rule, and also they justified the HUGE ham's on MoBs.

Please remember that this thread is for BUGS. Not for feature requests. A bug is something that does not work as it is suppose to. For example FS Ranged Mods do not effect the ranged skills as their description shows. A feature is a request for a change. Requesting news specials or that they change from posture up to posture down are feature requests.

Presently ALL combat feature requests are non-starters because of the CU/R/B. With bugs however we have a chance they MAY be addressed before that.

1. My toon targets the aggro closest to me while still firing at what I have targeted.

Example.

I target a creature lair and start to strafe2 in order to kill the lair while doing damage to all the mobs issuing forth from the lair. Now what seems to happen is that my toon targets the mob closest to me and the strafe2 animation keeps going. Now I cannot target the lair and /clearCombatQueue; and then strafe2 the lair to do damage to it.

What happens is my toon keeps firing strafe2 but doing no damage to either the lair or the mob that has turned orange in the reticule. I try to retarget the lair but the reticule stays blue.

2. My toon keeps an aggro mob targeted (orange) that has aggroed me and I move out of range and try to target another mob it will not engage the second mob and disengage the first.

Example

A desert dune marksman aggros me while i'm riding by on my swoop, I move out of range and see a juvenile krayt dragon. I target the juvie and start to hit strafe2, the combat queue clears and does not fire, the blue reticule on the juvie turns orange for a moment, and then blue again. I have to go back, kill the mob targeting me and then find my target again to reinitiate combat.

This also happens at close range when multiple mobs are aggroing my toon.

Posture attacks.

Now when I hit the Stand button if I'm dizzy, I fall down and get Dizzy KD. Shouldn't our posture up attacks effect a person standing in the same way. As far as I can tell none of the posture attacks work on PC's at this point in time, and if they do they do not work often enough to be effective.

Now when I hit the Stand button if I'm dizzy, I fall down and get Dizzy KD. Shouldn't our posture up attacks effect a person standing in the same way. As far as I can tell none of the posture attacks work on PC's at this point in time, and if they do they do not work often enough to be effective.

Message Edited by Korom on 03-02-200509:32 AM

No. The Dizzy fall down only work on a VOLUNTARY posture change. If you are hitting them you are doing a forced posture change, not voluntary.

Even if you force a posture down they don't fall over. Until they try to stand.

1. My toon targets the aggro closest to me while still firing at what I have targeted.

Example.

I target a creature lair and start to strafe2 in order to kill the lair while doing damage to all the mobs issuing forth from the lair. Now what seems to happen is that my toon targets the mob closest to me and the strafe2 animation keeps going. Now I cannot target the lair and /clearCombatQueue; and then strafe2 the lair to do damage to it.

What happens is my toon keeps firing strafe2 but doing no damage to either the lair or the mob that has turned orange in the reticule. I try to retarget the lair but the reticule stays blue.

2. My toon keeps an aggro mob targeted (orange) that has aggroed me and I move out of range and try to target another mob it will not engage the second mob and disengage the first.

Example

A desert dune marksman aggros me while i'm riding by on my swoop, I move out of range and see a juvenile krayt dragon. I target the juvie and start to hit strafe2, the combat queue clears and does not fire, the blue reticule on the juvie turns orange for a moment, and then blue again. I have to go back, kill the mob targeting me and then find my target again to reinitiate combat.

This also happens at close range when multiple mobs are aggroing my toon.

Posture attacks.

Now when I hit the Stand button if I'm dizzy, I fall down and get Dizzy KD. Shouldn't our posture up attacks effect a person standing in the same way. As far as I can tell none of the posture attacks work on PC's at this point in time, and if they do they do not work often enough to be effective.

Message Edited by Korom on 03-02-200509:32 AM

That's the same bug I was describing earlier. I made a little progress figuring out how this happens.

Basically, it most commonly occurs if you;

a) Get aggroed by something and attempt to target a lair with specials without /attacking it beforehand.

Ex. I'm attacking a Large Rebel Base. Just as I'm about to attack, a Rebel General spots me and starts shooting. I try to attack the lair anyways and hit the strafeshot2 shortcut on my toolbar. The glitch then occurs.

b) Attack something with concealshot or a prone attack (I.E. target doesn't notice you), then it moves out of range. If this happens (I.E. you are still aggroed on the target now out of your range) and you try and change targets to a base or lair without /peace-ing out first, the glitch frequently occurs.

To reiterate, the glitch results in no damage caused to the lair or the target the system claims is being attacked (orange reticule). However, in my experience, although you will continue to attack the lair with the special attack even after your combat queue is cleared, you can still cause damage to enemy NPCs by getting them in the area of the attack... usually.

Also, has anyone noticed that if you are prone, and use a special on a target (Master Head Shot being my personal favourite), if it moves out of range and then back in range without you /peace-ing out, it will immediately aggro you and attack you, even if it should still not notice you?

Only the insane have strength to prosperOnly the prosperous may truly judge what is sane-Colonel Desceron Malekith, Black Ops Squad.